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IK Hint Fixes #9569

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merged 3 commits into from Jan 7, 2024
Merged

IK Hint Fixes #9569

merged 3 commits into from Jan 7, 2024

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HexaField
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Summary

References

closes #insert number here

QA Steps

_quat2.multiply(rightFootRotation)
_quat2.multiply(Q_X_90)
} else {
/** I don't know why flipped models don't need this foot angle applied, nor why it needs to be halved */
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This is likely because our flipped models happen to only ever be VRM, it would seem raw bones on natively exported VRM also use identity quaternions in bind pose, though I'm not sure why that is.

const leftFootTargetBlendWeight = AvatarIKTargetComponent.blendWeight[ikTargetLeftFoot]
const rightFootTargetBlendWeight = AvatarIKTargetComponent.blendWeight[ikTargetRightFoot]
if (!leftFootEntity || !rightFootEntity) return
AvatarIKTargetComponent.blendWeight[leftFootEntity] = 1
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I assume these were left in from testing. These will cause the ik solve to always run regardless of being in an immersive session.

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oh whoops, yes

@HexaField HexaField merged commit 16363c4 into dev Jan 7, 2024
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@HexaField HexaField deleted the ik-hint-fixes branch January 7, 2024 03:27
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2 participants